>>31379139>The simplest way would be to cut SR damage in half.I think this would undermine/defeat the point of Stealth Rock, though. Maybe you're right, I don't know. I guess regular Spikes to 1/8th damage so they're not exactly weak by comparison. It's just that if you know you're going up against certain Flying types, you're going to severely gimp them by default using one layer of SR.
>A more interesting solution would be new abilities that interact with field hazards, or giving certain moves the ability to clear hazards, or improving the distribution of the existing clearing moves.Yeah, could work. I think the games need more visibility too; at no point do any of the games actually explain or show you what entry hazards are and how to use them, much less how to clear them. Hell, now that gyms are scrapped, make a challenge based on overcoming entry hazards.
>Rock types breaking/absorbing SR like Poison types do with Toxic Spikes might actually make that type useful instead of a liability.Also a good idea. It would warrant bringing Rock types into battle as well, which at the moment isn't such a wise idea unless it's either fucking fast or fucking strong.